DUEL 2 NEWSLETTER Date : 06/13/2025 Duedate: 06/26/2025 NOBLISH ISLAND ARENA DM 93 TURN 689 This Week's Top Honors THE DUELMASTER IS NEAR WHALE BLUE HERRINGS (1944) (93-11387) [8-0-0,88] Chartered Recognition Leader Unchartered Recognition Leader POSITION IS EMPTY NEAR WHALE BLUE HERRINGS (1944) (93-11387) [8-0-0,88] Popularity Leader This Week's Favorite BRINE SUSPECT NEAR WHALE BLUE HERRINGS (1944) BLUE HERRINGS (1944) (93-11390) [7-1-1,85] (93-11387) [8-0-0,88] THE CURRENT TOP TEAM BEWARE (1959) TEAMS ON THE MOVE TOP CAREER HONORS Team Name Point Gain Chartered Team 1. BASH BROS PROJECT (1960) 43 2. BEWARE (1959) 29 ONLY HUMANS (147) 3. BLUE HERRINGS (1944) 27 Unchartered Team 4. GOTHIC HORRORS (1926) -15 BEWARE (1959) The Top Teams Career Win-Loss Record W L K % Win-Loss Record Last 3 Turns W L K 1/ 1*BEWARE (1959) 22 8 0 73.3 1/ 1*BEWARE (1959) 11 4 0 2/ 2*BASH BROS PROJECT (1960) 9 4 0 69.2 2/ 2*BLUE HERRINGS (1944) 9 6 0 3/ 3*BLUE HERRINGS (1944) 24 16 2 60.0 3/ 4*BASH BROS PROJECT (1960) 7 1 0 4/ 4*WHEREWOLVES (1942) 16 28 1 36.4 4/ 3*WHEREWOLVES (1942) 7 8 0 5- 5*JJKIER (1935) 6 12 0 33.3 5- 7*JJKIER (1935) 1 3 0 6- 6*THE TWO RIVERS (93) 2 4 0 33.3 6- 6*TROUBLEMAKERS (1958) 1 4 0 7- 7*TROUBLEMAKERS (1958) 6 19 0 24.0 7/ 5*GOTHIC HORRORS (1926) 0 1 0 8/ 8*GOTHIC HORRORS (1926) 2 8 0 20.0 8- 8*THE TWO RIVERS (93) 0 1 0 '*' Unchartered team '-' Team did not fight this turn (###) Avoid teams by their Team Id ##/## This turn's/Last turn's rank TEAM SPOTLIGHT Total Parry (The Ultimate Defensive) It's A Winner! In basic, Total Parries win. And win and win. Why, then, are there not a massive plethora of TPs? The purpose of this article is to examine the Total Parry from a Consortium viewpoint, and to reveal the how's, what's, and why's of the oft downplayed Total Parry. Let us first talk about some of the facts and the environment surrounding the TP. * They are very easy to design * They can optimize the otherwise useless, very low wit and low WT/DF, roll ups. * They usually have the best overall w/l records in basic * They are not really long-term warriors as few-to-none excel in upper ADM. * They can come across as boring to run. (Most managers HATE fighting them,) * The aimed-blow, today's optimal and favored warrior, is their nemesis. With that in mind what does Total Parry mean to The Consortium? A definition: 'A warrior who "fights" by parrying attacks, and soaking damage and enduring until the opponent is so tired that the attacker falls from exhaustion or the attacker stands in exhaustion, unable to swing, while the Total Parry gets in a final, and maybe his first, swing/hit for a win.' Most managers term this a "scum." The Consortium calls it a "winner." Oh, there are variations of the parrying/soaking/enduring Total Parry. It can be designed to be somewhat offensive. But designs that make it "offensive" are most likely better fitted, and will win more as wastes (WS) or slashers (SL) or pikers (PS) or plungers (PL) or rippers (PR) or lungers (LU) or even other styles. They can be a lot of fun. Hence, But the Consortium recommends that managers waste little effort on any TP version except THE SCUM. What characterizes a Consortium TP Scum? What creates good damage soaking and parrying? There are two stats that create neither damage soaking (hit points) nor parry skills. They are WT (wit) and SP (speed). A real Total Parry needs neither. Another stat, SZ (size) can negatively affect the TPs parrying ability as there are parry skill reductions at size 15 17, and 21. (And gains at size 5 and 3.) What stats create soaking? CN (con) primarily, and then WL (will). One other thing creates soaking. That is armor and the weapon that one decides with which to parry. Hence "carry," the ability to wear lots of armor and hold heavy weapons, which is comprised of strength (ST) and con (CN), is necessary for protecting the Total Parry as it endures. A yet-to-be designed/base TP starts with more parry skills than any other style, but is very weak in attack, initiative, defense and decise. Oh my! What then does this make a designed Consortium Total Parry need to look like? (Note: Primary stats are CN and WL, but don't ignore ST.) ST -- max it (11+ to assure C carry level, but 13+ for LG (large shield). The more, the better. CN -- max it (At least enough to get tremendous hit points. (Use 3.75CN+1.1SZ+0.4WL=80.26+) SZ -- any, but not really big (SZ 15+ reduces parry skills and seems to make the warrior easier to hit) WT -- none (We can just train stats for a long time, before we get to training skills) WL -- max it (15 min, 17+ recommended; although success has been made with some at 11+. Lots of WL needed to train stats) SP -- none DF -- 7+ (There are lots of parry skills in DF, so the higher, the better) Note: Although WT and SP are "none," neither hurts the TPs ability. They merely take points away from the needed ST/CN/WL and lesser DF. Rather than provide an exact design, perhaps offering a variety of actual Consortium TP warriors and their results would be more helpful. Recently graduated. (The Consortium has over 200 graduated Total Parry fighters.) Note: 14(+3)-21(+2)-12, means 11ST started, trained to 14; 19CN started, trained to 21, 12SZ start... 14(+3)-21(+2)-12-9(+1)-18(+2)-13-7(+2) 30-18-0 (fave BS) 17(+3)-20(+2)-5-8-21(+1)-9-11(+1) 21-6-0, 1 DM Title, 15-12-0 in Tournament, 1 TV (fave ME) 21(+3)-21(+3)-13-5(+2)-21(+1)-4(+1)-11(+2) 20-3-0, 5 DM Title, 14-12 Tournament (fave QS) 11(+2)-17(+1)-11-11(+1)-21(+2)-10-9(+1) 27-8-0, 4 DM Titles (fave EP) 17(+3)-21(+2)-8-9(+2)-17(+2)-9-13(+1) 38-10-1, 3 DM Titles (Yes, had a kill with ME!) (fave LS) 17(+3)-21(+3)-11-5(+2)-18(+2)-12-11(+1) 31-9-0, 10DM Titles (fave ME) There are several worthwhile comments about these above six warriors: * The w/l records are amazing, but typical of the 200+ Consortium grads. * TPs can get some interesting favorite weapons, even though way unsuited to them by stats. * The higher than desired SPs did not at all harm the warrior's results. * All have been "burnt." (Lots of stat trains rather than skill learns.) These TPs seldom graduate "on time" (20 fights, 14 wins, 1 adex and 1 expert) as they do not acquire enough skills/ratings. Here are reasonably current Consortium warriors (the base design) running in arenas. (Obviously many have had multiple stat trains at this point) 11-19-9-10-20-4-11 (11-2-0) 18-18-7-5-18-9-9 (18-6-0) 15-16-10-6-19-7-11 (11-4-0) 14-16-7-10-18-9-10 (20-7-0) 12-17-13-10-15-7-10 (8-2-0) 13-17-11-10-19-7-7 (6-3-0) 11-17-15-6-21-4-10 (19-5-1) 16-18-14-5-15-5-11 (32-14-0) 14-16-10-9-17-5-13 (8-4-0) 13-17-12-5-18-3-16 (11-5-0) 10-17-9-8-18-16-16 (6-3-0) 12-19-11-5-19-9-9 (4-0-0) What would be The Consortium "perfect" design? (One which has not been had, sadly.) 21-21-3-3-21-3-12 But, perhaps, this one would be preferable -- 19-19-3-3-19-3-18, and have fun burning to 21-21-3-5-21-5-21. While the design is important for a TP scum, so are the operating strategy and the weapon and armor selection. Let's start with the armor, as it is the simplest. A scum almost always goes out to fight in APA/F. Why? While the heaviest possible, this is the optimum sponge, absorbing the most damage from when that opponent hits. There are "tweak strategies" where perhaps less armor is employed, but realize that 99% of the time a Consortium TP wears APA/F. Weapon selection is an interesting topic for discussion. By and large, the ME or LG are the Total Parry's best friend. There are quite a nice selection of weapons available and suited to the TP. A scum, usually low-witted, however, tends to use very few of them. Using Assur's weapon requirement chart, which he publishes here in DM93 periodically and is available on his site, the first group of weapons are suited, but TP-limited by wit and deftness. (Code: ST/SZ/WT/DF requirements.) LO = 11/3/13/11 QS = 11/9/11/11 SC = 9/3/11/11 GS = 15/9/9/11 EP = 7/3/15/15 Leaving, then, these weapons as the most likely for the scum. (ST/WT/WL/DF) ME = 9/3/3/5 (most common Consortium TP weapon) SM = 5/3/3/5 (seldom Consortium used, as the ME always fits and is a bigger/better parry weapon) LG = 13/7/3/7 (favored Consortium TP weapon) BS = 11/3/9/7 (the best weapon weapon, but sometimes wit limited) LS = 11/9/5/9 (works surprisingly well as a parry weapon, but seldom Consortium used as it is two-handed, hence, no shield) Off-hand weapons play an important part to the Total Parry winning ways. The interesting thing about off-hands is that a manager can place almost any weapon there (except two-handed) and there will be no statement commentary indicating unsuited or not-quite suited. Hence, any weapon, even unsuited, can be used as off-hand, as long as SZ/WT/DF requirements are met. (For example it is not unusual to see a WH as an off-hand weapon with the LG in primary hand on a Consortium warrior. In order, here are the typical weapons used by Consortium Total Parry warriors. ME/ME BS/ME LG/LG LG/WH BS/LG BA/ME BA/LG LG/- Back up weapons are also important to Total Parry warriors as the primary and/or off- hand are often broken by all the parrying going on. What are good backup weapons? Any weapon can parry, but not as well as shields. And the backup weapons do count in the weight burden of the warrior, so do not overburden. The most common Consortium backups are DA and WH. Carry and endurance need to be discussed to assure optimizing the TP. There should be no need, or desire, to overburden the TP which will negatively impact his endurance. Using the CIC information, or Terrablood's site, or Assur's site, determine the encumbrance, and armor and weapon weight of your warrior accordingly. Since virtually all Consortium scum are going to be designed with 11 ST min and very high CN, the design will always carry what is considered the minimum 27 points. This allows: BS/ME APA/F one backup DA or ME/ME APA/F one backup DA If the warrior has 13+ ST, often a Consortium TP might look like this: LG/WH APA/F primary backup DA What is a good strategy? How might The Consortium run these types of warriors? A common theory is all one needs to do is use 1-1-1-P. We Consortium managers very seldom run 1-1-1. Giving the strategy some OE (offensive effort) and some AL (activity level) seems to cause that TP to swing/attack in the most surprising moments and sometimes early on. Many battles have been won this way. And, in general, the TP's endurance seems unaffected by these low numbers above one. As to "kill desire" (KD), a mod/low number (not 1) seems to enhance that early swing. The Consortium does not want to give you the idea that this early swinging happens regularly, but that it does happen occasionally, Perhaps it is important to point out that average/typical AL/OE Favorites (learned at graduation) for the TP are LO/VL. Next most likely are VL/VL and VL/LO. (VL is very low and 1-2, LO is low and 3-4, as opposed to moderate MO 5-6, high HI 7-8 and VH very high 9-10.) This is a typical starting Consortium TP scum strategy: 3-2-2-1-3-1-3 3-2-2-2-1-1-3 5-5-5-5-8-6-5 P-P-P-P-n-P-P Now when an opponent is a known good scum also, the strategy might change to assure optimal endurance: 1-1-1-1-1-1-1 1-1-1-1-1-1-1 1-1-1-1-1-5-1 P-P-P-P-P-P-P There is more to "good strategy" than the numbers a manager chooses. To optimize any type of warrior, one must use the challenge/avoid. Any TP that fights an AB is likely to lose. At the lower levels (meaning DM rather that ADM) a TP loses to the aimer 90- 95% of the time. A scum TP that fights a lunger wins 60-80% of the time. So if you want wonderful w/l rates like those listed above, you must challenge and avoid properly and always. (The Consortium often publishes an article on challenge and avoid in DM93. Wait for it, or find it, but certainly heed it.) To challenge and avoid properly, you must know styles of warriors in your arena. Hence, you must fight and keep records, and/or have friends/allies who collect and share styles, or use a common data base like that of Terrablood.com.) The most important challenge/avoids for a TP scum are: * Avoid teams with aimed blows able to challenge or match up with you * Avoid teams with known hard-hitting (great+ damage) warriors * Avoid teams with better designed scum that are able to challenge or match you * Avoid teams with warriors that have beaten you * Avoid teams with pikers and strikers, especially those who hit harder or have kills on record * Challenge lungers primarily * Challenge small or light hitting warriors of any type but AB * Prior to 10 fights of experience (10FE) challenge all styles but AB (maybe STs, too) One final item needs to be discussed. The Consortium has recommended that the TP is meant to be a scum, and all the previous information points that out. However, were one to want to design and run a more offensive TP, this is how The Consortium does it. (Out of the 200+ graduate TPs, only 4 are of this type, and they do not fare as well, record wise, as the mighty scum; they all would have made better warriors under another design.) The main characteristics of the OTP (Offensive Total Parry) compared to the scum is that at least moderate (11+), and preferably high, (15+, preferably 17+) Wit and at least 11 deftness are needed. This would mean they would have all or one of these stats, ST, CN, WL) reduced from the scum design. Lastly, it means that the final design will be much more in line with a very good LU or WS or other better long term warrior able to compete in high ADM, like Primus. Here are some typical offensive Total Parries. 11-14-10-17-17-4-11 (wish it had been made a LU or WS or PL or even SL or PS) 15-12-8-17-21-4-7 (wish it had been made a LU or SL or even BA) 17-14-3-17-17-5-11 (wish it had been made a LU, especially, or even a PL, PR, SL, BA, WS) 15-15-9-15-15-4-11 (wish it had been made a WS or LU or BA) So there you have it. The Total Parry, Consortium-style. You have learned how to design, armor, weapon, run, challenge/avoid, and optimize a Total Parry. Prepare yourself for lots of wins and some quite long fights. WINNING is FUN! A special note: The Consortium is the only manager to have run multiple scum warriors 32,000+ minutes in fights. (In Face-To-Face Tournaments, 5 times.) The RSI programs have since been altered to disallow that long of a possibility. -- Worry Wart (Amended and updated from The Consortium Portfolio 06-02-25) ***---------*---------*---------*---------**---------*---------*---------*---------*** ASSUR'S BEGINNER GUIDE TO THE AIMED BLOW STYLE When a review was done on the design articles from the past, it was discovered that these articles were not helping players. Many of them were not terrible, but the players in the game have taken warrior design far beyond the understanding that existed when most of these articles were written. So to better serve new players, The Consortium and Assurnasirbanipal took to giving more current design articles for each style. While even our articles are biased and opinionated, we believe they better represent today's game than others that exist. This article seeks to remove some confusion about the Aimed Blow style. Aimed Blows are THE strongest style at high development levels. They are also one of the strongest styles with no development. In between, it is much more difficult for most of them. While they are naturally a hybrid style, I'll explain why at the top they could be called pure defensives and because of their sustained attack capabilities, they make fine pure offensives as well. Aimed Blows have several characteristics that do not exist with any other style. A) Attack skill bonus for high deftness. B) Dodge advantages with no weapons. C) Ability to ignore armor. D) Ability to analyze an opponent's defenses. (I don't believe anyone understands what this does other than it is supposed to help) There are so many ways to make Aimed Blows that it is almost impossible to give a set of guidelines for stats. When you first start experimenting with Aimed Blows, I highly recommend only using setups that can make 17 or 21 deftness on them. 21 is preferred, but 17 is just fine. Even after you have experience, I don't recommend going below 15. The reason is because of item A) above. You are permanently reducing your AB's potential attack by lowering the deftness. It used to be said that: "Any warrior that makes a good aimed blow makes a better something else." When you lower the deftness too much, that statement starts to ring very, very true. But at 21 deftness, they have the second highest natural attack in the game (below lungers by 1 attack skill) -- and without lungers high endurance burn. Now with 1/4 of your points on deftness, that doesn't leave as much as you'd like for everything else. Fortunately, 21 deftness is almost magical. Aimed Blows can succeed with little damage. Aimed Blows can succeed with little endurance (not recommended: little damage AND little endurance). Aimed Blows can succeed frail. Aimed Blows can scum to victory. Aimed Blows with 21 deftness and completely balanced remaining stats can win. Weapons: SC, LO, FI, EP, and DA are the staple weapons that I use. Most people leave QS alone until after they know it is their Aimed Blow's favorite weapon (and people have TC'd with QS). SH, SS, and LS work fine, but I leave those until last. The 5 I mentioned meet all my needs. Armor: It depends on how you're trying to win. The Jalon type AB wears APA/F. Fist/Dodge AB's wear light or no armor. Speed AB's wear nothing or ALE/L. Hybrids wear what they can depending on their carry & design. Strategy: x-10 is my 'standard' strat. 'x' is typically 4 or higher. Some hybrids (generally wearing more armor, though a parry learner might also do this) will not use 10 Activity Level. As always, you need to tailor your strategy with your endurance. Going 6-10 for 3 minutes is going to tire just about everyone out. Yes, most fights are over in 1 minute. But when they go longer, you need to start to conserve a bit. AB's can use most tactics. I'm sure there are others that have a more refined way to write the numbers, but I like the simplicity (and effectiveness of the strategy I use). Note that the super frail guys I typically run 10-10 and the high str/con guys I'll sometimes run slower with more armor. Examples: I've chosen to list my own designs that have TC'd and TV'd (and naturally created -- I have some prize warriors that I don't include here). 17-5-3-5-21-12-21 AB (TC'd Rookies & Freshmen, TV'd ADM) 5-12-6-21-7-12-21 AB (TV'd Rookies) 10-3-12-17-9-12-21 AB (TV'd Rookies) 10-6-16-21-5-5-21 AB (TV'd Rookies & Freshmen) 10-13-6-13-17-4-21 AB (TV'd Rookies) 5-5-10-17-21-9-17 AB (TV'd Rookies) 7-13-7-17-15-4-21 AB (TV'd Rookies) 13-7-5-17-7-14-21 AB (TV'd Apprentices) 9-10-12-11-9-12-21 AB (TV'd Rookies) 4-12-7-21-15-4-21 AB (TC'd Apprentices) 5-8-8-17-17-8-21 AB (TV'd Apprentices) 7-10-5-11-21-9-21 AB (TV'd Rookies) 3-3-11-21-15-14-17 AB (TV'd Dead Apprentices) 9-11-8-11-21-7-17 AB (TV'd Rookies) 11-8-8-21-7-8-21 AB (TC'd Rookies) 11-14-5-13-15-5-21 AB (TV'd Rookies) 9-5-11-11-9-18-21 AB (TV'd Apprentices) 9-3-9-21-9-12-21 AB (TV'd Eligibles) You'll notice a pattern. I have zero TV's listed in Initiates, Adepts, or Champions. That is because I have no natural aimed blows that have TV'd in those classes, which are not good ones for AB's. I also don't have a Challenger TV, but this isn't because AB's do poorly there. There is one other example that is worth mentioning. This design does not exist in the rollup pools, but there are guys that can use this design as a model. It is a very common design for DYO prizes and in Bloodgames. These monsters have TC'd many times (almost always in Freshman or higher). The design is named after the first one that was successful. Jalon: 17-16-3-3-21-3-21 AB Advantages: At the very top of the game, their ability to dodge with no weapons makes them virtually unhittable. So in a sense, at this point, AB's become pure defensives. Because they also have low endurance burn, they can go a long time (you regularly see AB vs AB fights go hundreds of minutes at the very top). The bonus is not as great at lower development levels, but it is still there. Running x-10 (with or without the dodge tactic) and no weapons is a viable strategy and useful strategy to use at times. Their high attack, ability to ignore armor, and low endurance burn make them very hard to beat in long fights. With exceptions for some designs, there isn't a favorite learn that will make you roll your eyes in disgust. AB's can overcome the dreaded little damage. AB's can be made from setups that otherwise would be considered 'bad.' AB's may be the only style that can regularly succeed with very low strength. Disadvantages: Initiative is a mess for Aimed Blows. They regularly give up the initiative for no reason. When you give 17 or 21 points on deftness, it limits your ability to get points where you want elsewhere. Most importantly, having high wit tends to even make your AB even more deficient than they otherwise are. This is why they tend to be so bad in Initiates, Adepts, and Champions, where 21 wit is much more common and important. Those classes are full of 21 wit strikers and lungers, also. Best Matchups: Scum, Scum, and more Scum. Any defensive warrior (especially scum). Remember that sustained high attack offensive ability?!? Scum never want to see AB's. Lots of scum run bizarre strategies to try and beat AB's who would otherwise destroy them. This is another reason why AB's thrive in Rookies, where there are lots of scum running around. After scum, any defensive warrior is a good matchup. Worst Matchups: Lungers, Bashers, Slashers. These warriors have a combination of high attack/high init/high decise skill base. They will attack and hit your aimed blow before it gets a chance to attack back. Strikers also can fall into this category, because they learn so much attack (and often have 21 wit, too). SPY REPORT It's me, The Unknown Spymaster here with my bag to give you the news on last week's fights. It looks like the guys(?) at BASH BROS PROJECT had a good week as they went 4-1-0 to put them in 3rd place. I guess steroids help! Hey everybody, watch out for BORING, who flew up 18 points in the rankings after mashing BEAST like a melon. Keep your eye on this guy. And falling like a basher in the top ten was BEAST, who dropped 15 points after a disappointing (to say the least) bout with BORING. Going for the gusto and coming up with aught but bloody knuckles was NOBLISH ISLAND's KHALHUMS DWARF, who was turned away from the Duelmastership by NEAR WHALE. An apple a day keeps the doctor away, but an onion a day keeps T.P.s at bay. But enough of that bunch, let's get on to the wimps who like to avoid battle! Here's a song for you: Who's afraid of the big, bad BEWARE? Big bad BEWARE. Big bad BEWARE. NOBLISH ISLAND's afraid of the big bad BEWARE. Tra la la la la! For those of you who like math, try this one: BEWARE + Weapons That go Boom = BASH BROS PROJECT + Avoid City. Well dang howdy, but if challenges were votes, DAVEY II would be president. Although it may be a contest he doesn't want to win. Death is kind of like a new puppy: he's always around wanting to play. (Ha Zontani, how's that for a wise saying?). Here's some advice: warriors with little wit and will may encounter problems on the trail to the Isle. Well, there's the manager of the NOBLISH ISLAND giving me the 'cut' sign (or is that 'They're going to strangle you in the alley?). Okay, so I may not be the world's best comedian, but then you guys aren't the world's best warriors. Its been fun, and I'm sure you enjoyed it (boos). Now that I've got you worked up for Snide Clemens, I'll be leaving-- The Unknown Spymaster DUELMASTER W L K POINTS TEAM NAME NEAR WHALE 11387 8 0 0 88 BLUE HERRINGS (1944) CHAMPIONS W L K POINTS TEAM NAME BRINE SUSPECT 11390 7 1 1 85 BLUE HERRINGS (1944) PRETTY ALRIGHT 11388 6 2 1 68 BLUE HERRINGS (1944) ADEPTS W L K POINTS TEAM NAME BULLY 11477 5 1 0 41 BEWARE (1959) ROBBER 11473 4 2 0 37 BEWARE (1959) CHALLENGER INITIATES W L K POINTS TEAM NAME POT HOLE 11476 6 0 0 33 BEWARE (1959) SMOKE 11474 4 2 0 33 BEWARE (1959) LITTLE FISHY 11384 1 7 0 28 BLUE HERRINGS (1944) MILDEW 11471 6 1 0 26 WHEREWOLVES (1942) -SHIELDER 11336 3 2 0 26 JJKIER (1935) BORING 11485 2 0 0 24 BASH BROS PROJECT (1960) INITIATES W L K POINTS TEAM NAME WOLF 11475 3 3 0 23 BEWARE (1959) OVERDO 11483 2 1 0 23 BASH BROS PROJECT (1960) WHITE FANG 11492 2 1 0 19 WHEREWOLVES (1942) DAVEY II 11385 2 6 0 18 BLUE HERRINGS (1944) HARD WORK 11484 2 1 0 17 BASH BROS PROJECT (1960) MISSING PARTS 11486 1 1 0 17 BASH BROS PROJECT (1960) SCOPE CREEP 11487 2 1 0 14 BASH BROS PROJECT (1960) -IRON MCGINTY 11489 1 1 0 12 TROUBLEMAKERS (1958) -ATAVISTA 11465 2 3 0 11 TROUBLEMAKERS (1958) -BARBELA BLOODSTONE 11467 2 3 0 11 TROUBLEMAKERS (1958) BALTO 11482 2 3 0 9 WHEREWOLVES (1942) -BLOWER 11334 2 3 0 9 JJKIER (1935) -SOREN HICE 11466 1 4 0 9 TROUBLEMAKERS (1958) -BASHER 11338 1 4 0 7 JJKIER (1935) BEAST 11275 1 3 0 6 GOTHIC HORRORS (1926) FANG FACE 11491 1 2 0 5 WHEREWOLVES (1942) -RIPOSTER 11335 0 1 0 5 JJKIER (1935) -MIN 486 0 2 0 2 THE TWO RIVERS (93) -BATTLESHIP KATE 11490 0 2 0 2 TROUBLEMAKERS (1958) '-' denotes a warrior who did not fight this turn. THE DEAD W L K TEAM NAME SLAIN BY TURN Revenge? LITTLE PIG 11 11494 0 1 0 WHEREWOLVES 1942 STONE GOLEM 689 NONE PERSONAL ADS Bash Bros can pen wonderful spotlights, but cannot fight? Perhaps they are out sleeping in tents and someone stole all their strategy sheets? Perhaps they are too busy, prepping up for the PITT FTF? Perhaps ..... -- Worry Wart Way to go Whale! Why be near and not far? -- Worry Wart White Fang, weren't you big on Soupy Sales in the day? And now you are picking on us baby wolves? Gee! -- Wolf The Userous Merchant beat me? Really?! Who was the real bully in that fight? I knew I shouldn't have turned over a new leaf. -- Bully Hey all you guys ..... If you are not reading all these style/design spotlights, you are missing out. My Total Parry is next. -- Worry Wart LAST WEEK'S FIGHTS LITTLE PIG 11 was barely slain by STONE GOLEM in a 3 minute Dark Arena fight. POT HOLE subdued OVERDO in a 2 minute Challenge melee. WOLF demolished DAVEY II in a 1 minute uneven Challenge fight. NEAR WHALE viciously subdued KHALHUMS DWARF in a popular 2 minute gory Title contest. BRINE SUSPECT subdued VENEMOUS CONCUBINE in a 1 minute competition. PRETTY ALRIGHT devastated ROBBER in a 1 minute one-sided duel. SMOKE devastated OSKSI NOBLE in a 1 minute mismatched match. LITTLE FISHY was overcome by MILDEW in a 5 minute fight. WHITE FANG was handily defeated by BULLY in a 1 minute uneven melee. BEAST was vanquished by BORING in a 1 minute one-sided duel. BALTO lost to HARD WORK in a 2 minute novice's duel. MISSING PARTS overpowered FANG FACE in a 1 minute uneven match. SCOPE CREEP beat MORDANT DESERTER in a 1 minute novice's fight. BATTLE REPORT MOST POPULAR RECORD DURING THE LAST 10 TURNS |FIGHTING STYLE FIGHTS FIGHTING STYLE W - L - K PERCENT| |STRIKING ATTACK 5 TOTAL PARRY 20 - 6 - 0 77 | |BASHING ATTACK 4 LUNGING ATTACK 17 - 8 - 0 68 | |TOTAL PARRY 2 PARRY-STRIKE 12 - 10 - 2 55 | |PARRY-LUNGE 2 PARRY-RIPOSTE 7 - 6 - 0 54 | |PARRY-STRIKE 2 SLASHING ATTACK 14 - 12 - 0 54 | |LUNGING ATTACK 2 STRIKING ATTACK 22 - 19 - 0 54 | |PARRY-RIPOSTE 1 AIMED BLOW 8 - 7 - 0 53 | |SLASHING ATTACK 1 PARRY-LUNGE 8 - 14 - 1 36 | |WALL OF STEEL 1 BASHING ATTACK 12 - 22 - 0 35 | |AIMED BLOW 1 WALL OF STEEL 3 - 6 - 0 33 | Turn 689 was great if you Not so great if you used The fighting styles of the used the fighting styles: the fighting styles: top eleven warriors are: PARRY-RIPOSTE 1 - 0 BASHING ATTACK 1 - 3 3 LUNGING ATTACK SLASHING ATTACK 1 - 0 AIMED BLOW 0 - 1 2 SLASHING ATTACK TOTAL PARRY 2 - 0 2 STRIKING ATTACK WALL OF STEEL 1 - 0 1 AIMED BLOW STRIKING ATTACK 3 - 2 1 PARRY-STRIKE PARRY-LUNGE 1 - 1 1 PARRY-LUNGE PARRY-STRIKE 1 - 1 1 BASHING ATTACK LUNGING ATTACK 1 - 1 TOP WARRIOR OF EACH STYLE FIGHTING STYLE WARRIOR W L K PNTS TEAM NAME LUNGING ATTACK NEAR WHALE 11387 8 0 0 88 BLUE HERRINGS (1944) PARRY-STRIKE BRINE SUSPECT 11390 7 1 1 85 BLUE HERRINGS (1944) PARRY-LUNGE PRETTY ALRIGHT 11388 6 2 1 68 BLUE HERRINGS (1944) STRIKING ATTACK BULLY 11477 5 1 0 41 BEWARE (1959) BASHING ATTACK ROBBER 11473 4 2 0 37 BEWARE (1959) Note: Warriors have a winning record and are an Adept or Above. The overall popularity leader is BRINE SUSPECT 11390. The most popular warrior this turn was LITTLE PIG 11 11494. The ten other most popular fighters were NEAR WHALE 11387, BALTO 11482, OVERDO 11483, WOLF 11475, SMOKE 11474, BULLY 11477, HARD WORK 11484, MISSING PARTS 11486, POT HOLE 11476, and BRINE SUSPECT 11390. The least popular fighter this week was MILDEW 11471. The other ten least popular fighters were FANG FACE 11491, BEAST 11275, WHITE FANG 11492, LITTLE FISHY 11384, ROBBER 11473, DAVEY II 11385, SCOPE CREEP 11487, BORING 11485, PRETTY ALRIGHT 11388, and BRINE SUSPECT 11390. NEW GRADUATES--FROM ALL ARENAS (INCLUDING CLOSED ARENAS) For those of you who keep track of such things, a few additional warriors graduated from regular DM arenas (including closed arenas) since the last tournament. THUMBSCREW (2-2622) IN COLD BLOOD (329) CALEB DELGADO (17-8016) VOID CONJURERS (642) JACK RABBIT (47-4814) ROYAL FLUSH (48) POISON OAK (47-9449) BASH BROS PARK (766) REPAIR (72-6819) BASH BROS FENCE (784) MANAGER'S WARRIOR (82-37963) SUPERIOR FORCES 5705 (6304) QUEST FOR FIRE (82-43478) ROOKIE MAIDEN 12 (7288) PROPHET'S SONG (84-3573) ROOKIE QUEEN 29 (695) DON'T TREAD (84-18515) ROOKIE METALLICA 10 (3282) HERO OF THE DAY (84-18564) ROOKIE METALLICA 20 (3292) ROZCO (84-47629) ERRTWO (8232) KNIFE (85-11459) ERR 9 (2101) VORTEX (85-35731) 7ERR (6519) SAVANNAH BABY (85-39619) BUKKA & MCTELL (3871) LOKKE (85-44417) RELENTLESS 11 (8101) PANDEMONIUM (85-50106) STEELE RISING 1 (9143) ANOMALY (86-24847) MUTANT ALLIANCE (4540) Congrats to the grads. -- Green Eyes